const GLchar* FilterShader_bloom_frag = STRINGIFY(

\n#ifdef GL_ES\n
precision mediump float;
\n#endif\n

varying vec4 v_fragmentColor;
varying vec2 v_texCoord;

const float blurSize = 1.0/512.0;
const float intensity = 0.35;
void main()
{
    vec4 sum = vec4(0);
    vec2 texcoord = v_texCoord.xy;
    int j;
    int i;
    
    //thank you! http://www.gamerendering.com/2008/10/11/gaussian-blur-filter-shader/ for the
    //blur tutorial
    // blur in y (vertical)
    // take nine samples, with the distance blurSize between them
    sum += texture2D(CC_Texture0, vec2(texcoord.x - 4.0*blurSize, texcoord.y)) * 0.05;
    sum += texture2D(CC_Texture0, vec2(texcoord.x - 3.0*blurSize, texcoord.y)) * 0.09;
    sum += texture2D(CC_Texture0, vec2(texcoord.x - 2.0*blurSize, texcoord.y)) * 0.12;
    sum += texture2D(CC_Texture0, vec2(texcoord.x - blurSize, texcoord.y)) * 0.15;
    sum += texture2D(CC_Texture0, vec2(texcoord.x, texcoord.y)) * 0.16;
    sum += texture2D(CC_Texture0, vec2(texcoord.x + blurSize, texcoord.y)) * 0.15;
    sum += texture2D(CC_Texture0, vec2(texcoord.x + 2.0*blurSize, texcoord.y)) * 0.12;
    sum += texture2D(CC_Texture0, vec2(texcoord.x + 3.0*blurSize, texcoord.y)) * 0.09;
    sum += texture2D(CC_Texture0, vec2(texcoord.x + 4.0*blurSize, texcoord.y)) * 0.05;
	
	// blur in y (vertical)
    // take nine samples, with the distance blurSize between them
    sum += texture2D(CC_Texture0, vec2(texcoord.x, texcoord.y - 4.0*blurSize)) * 0.05;
    sum += texture2D(CC_Texture0, vec2(texcoord.x, texcoord.y - 3.0*blurSize)) * 0.09;
    sum += texture2D(CC_Texture0, vec2(texcoord.x, texcoord.y - 2.0*blurSize)) * 0.12;
    sum += texture2D(CC_Texture0, vec2(texcoord.x, texcoord.y - blurSize)) * 0.15;
    sum += texture2D(CC_Texture0, vec2(texcoord.x, texcoord.y)) * 0.16;
    sum += texture2D(CC_Texture0, vec2(texcoord.x, texcoord.y + blurSize)) * 0.15;
    sum += texture2D(CC_Texture0, vec2(texcoord.x, texcoord.y + 2.0*blurSize)) * 0.12;
    sum += texture2D(CC_Texture0, vec2(texcoord.x, texcoord.y + 3.0*blurSize)) * 0.09;
    sum += texture2D(CC_Texture0, vec2(texcoord.x, texcoord.y + 4.0*blurSize)) * 0.05;
    
    //increase blur with intensity!
    gl_FragColor = sum*intensity + texture2D(CC_Texture0, texcoord); 
    return;
    /*if(sin(iGlobalTime) > 0.0)
     gl_FragColor = sum * sin(iGlobalTime)+ texture2D(iChannel0, texcoord);
     else
     gl_FragColor = sum * -sin(iGlobalTime)+ texture2D(iChannel0, texcoord);
     */
}

);
